feedback1 WC: no deployment in the water, tactical points inside the tactician's range
Player reports #3 and #9 after the 0.1.0 release. #3 On 战场#08(下半) 涨潮控制 (act2autochess_m04) operators could be placed in the pool and 突袭 members jumped into it. The 深水区 (tile_deepsea) has buildableType ALL in the level file, but it refuses deployment (PRTS 地形 深水区 "地形机制:拒绝 部署"; the season-1 战场#05 puts a 特制水上平台 - "在水上建立可以部署任意单位的 平台" - on every one of its water tiles). - grid.js DEPLOY_REFUSED_TILES: the legend's effective build is NONE, so canStand (突袭 landing tile, tactical points, summon tiles) never picks the water; a hard-blocked 射击台 / mound tile takes no melee unit either. - build-data: stages.json legend `buildable` is the effective type (the level's value kept in `buildableType`), deployTiles exclude the water, a 特制水上平台 makes its tile deployable (act1 m05, inactive). board.js / gameLogic.js deploy maps follow (water platforms included); bots plan on the same map. - Gate routes are unchanged; the water now counts as non-blockable ground in the path tie-break (audit lists updated). #9 伺夜's 狼群 and 缪尔赛思's 流形 ("只能部署在召唤者攻击范围内", tokens.json `ownerRange`) could be placed anywhere. - PlayerState._legal / summonRange: a range-bound summon only on a tile of its owner's attack range (loadout grid rotated by the owner's facing); swaps with the owner are checked from the owner's new tile; re-orienting (or promoting) the owner sends a summon left outside back onto its stack with a toast. - The client lights and accepts the same tiles (gameLogic.summonRange), the bot plans inside them, the invariants check it, the 伺夜 kit re-uses the piece's tile only inside her range. Tests: test/match/feedback1-placement, test/sim/feedback1-water, the opt-in headless-Chrome test/ui/feedback1-placement.e2e (fastServer hook SP_STAGE); existing summon / deploy / pathing tests moved off the water tiles.
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@@ -23,7 +23,9 @@
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// + 脆弱 ×damage_scale for weak[limit] s
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// 助力 deputShip all operators DEF +(base + per·L), redeploy time ×(1 + respawn_time)
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// 突袭 raidShip member idle ≥ no_attack_duration s (or skill ready) with no enemy in range → "保留技力立即再部署"
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// next to the most advanced ground enemy: a real redeployment (retreat + free redeploy on the
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// next to the most advanced ground enemy, on a free tile its position may be deployed on
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// (grid.canStand: never the 深水区 — player report #3 after 0.1.0, members dropped into 战场#08's
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// pool after an enemy wading in it): a real redeployment (retreat + free redeploy on the
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// landing tile, full HP, `deploy` fires — 部署时 traits such as 史尔特尔, 突袭手雷, 卡西米尔, 叙拉古)
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// with its SP / charges kept (engine redeploy tile + keepSp); ATK/HP +(base + per·L)
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// until it leaves the field; later redeploys use its board tile again;
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@@ -137,12 +137,14 @@ function freeTile(battle, r, c) {
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/** Walkable ground tile a melee summon can stand on. */
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const groundTile = (battle, r, c) => battle.grid.groundPassable(r, c) && battle.grid.canStand(r, c);
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/**
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* Tactical point (战术点) of a tactician: `prefer` (the board piece's tile, i.e. the player's choice) when usable,
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* else the shared tactical point (tokens.js tacticalPoint = Battle.findTacticalPoint: a free walkable tile of its
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* initial range on an enemy ground path first, then the nearest one).
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* Tactical point (战术点) of a tactician: `prefer` (the board piece's tile, i.e. the player's choice) when usable —
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* free, standable ground (never 深水区: grid.canStand) inside her initial range ("只能部署在召唤者攻击范围内"; the prep
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* already keeps the piece there, PlayerState._legal) —, else the shared tactical point (tokens.js tacticalPoint =
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* Battle.findTacticalPoint: a free walkable tile of its initial range on an enemy ground path first, then the nearest).
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*/
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function tacticalPoint(battle, unit, prefer = null) {
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if (prefer && freeTile(battle, prefer[0], prefer[1]) && groundTile(battle, prefer[0], prefer[1])) return prefer;
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const inRange = (r, c) => (unit.baseRangeKeys || unit.rangeKeys || []).includes(r * COLS + c);
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if (prefer && freeTile(battle, prefer[0], prefer[1]) && groundTile(battle, prefer[0], prefer[1]) && inRange(prefer[0], prefer[1])) return prefer;
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return sharedTacticalPoint(battle, unit);
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}
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/** Tokens `tokenId` summoned by / placed for `owner` (board pieces included). */
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